Contributions
Contributions include Project Steering, Creative Development, Design Supervision, Team Leadership & Management, Game Design, Systems Design, Level Design, Early Concept Art
Levels








Hideout
The colorful home base of the RKGK crew is equipped with a training gym, cosmetics stores, and a convenient access point to the different levels and chapters.


Level Design | Systems Design
Heat Sink
A restless forge on the outskirts of the city where the enemy machines are created.


Level Design
Sunflower Noodle
A fierce boss encounter with the mechanical serpent guarding the heart of the machine's forge.


Level Design | Game Design
Crimson Zone
A non-stop run through the industrial zone's rooftops to get into the Apex Tower.


Level Design
Apex Tower
An ascending gauntlet of machinery and laser beams that stands between Valah and the Virtual World.


Level Design
Tentacle Tangle
An action-packed encounter in the Virtual World against the entity in charge of guarding it.


Level Design | Game Design
Chokepoint
The race against the rising toxic flood intensifies as Valah escapes the city's underground sewers to reach the Industrial Water Park.


Level Design
Industrial Water Park
A massive facility where the sewer's toxic water is stored and distributed towards the city's cooling systems.


Level Design
Machine Onslaught
As Valah paints her way towards the core of the water treatment complex, an ambush of hostile machines springs into action.


Level Design | Game Design
Misterium
Arriving once more in the Virtual World, glitchy platforms and limited visibility make for a treacherous path forward.


Level Design
Leap Of Faith
Keeping up with the builder nodes is the key to traversing the endless chasm at the heart of the Virtual World.


Level Design
War-O
Guarding the final sector of the Virtual World, a hybrid entity faces off against Valah in a deadly test of endurance and reflexes.


Level Design | Game Design | Concept Art
Digital Depths
The final push through the Virtual World to reach Mr. Buff's flying fortress at the center of the city.


Level Design
Flying Bastion
A massive engine room riddled with deadly traps and relentless enemies, leading up to the fortress's atrium.


Level Design
Game & Systems







Game Design
Enemies, Bosses & Character Controller




Systems Design
Menus, Mechanics & Economy
Production
Iteration, Feedback & Creative Processes








Below are some examples of the documents and diagrams showcased in the Game Design, Systems Design, and Production sub-sections:
Documents, Diagrams, Spreadsheets, and Task Planning
Design from ideas on paper to final release






Concept




























Early Design
These concepts were created for a very early version of the game, both visually and mechanically, however, elements from the visual language developed early in the production process managed to survive and remained present in many affordances of the final product.
While the game that these concepts were designed for ceased to exist at some point during development, they remain a part of its history, iteration, and aesthetic evolution.
